Shadow Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 4d8 necrotic damage (included in the attack).
Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, Dissonant Whispers, Fog Cloud
3/day each: Zephyr Strike, Blur, Darkness, Misty Step, invisibility (self only), Bane
1/day each: insect plague, Bestow Curse, Fear
Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Multiattack. The planetar makes two greatsword attacks, they may replace one attack with a strength drain.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 4) slashing damage plus 18 (4d8) necrotic damage.
Strength Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Is this guy a good shadow angel, cool! Can I Use him